y
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Show special item with optional second box
Show another special armor checkbox
Resistance bonus: Insight Prowess Resolve
Query for consequence name when resisting
number of Starting Gambits
Label to use for Stress
Label to use for Trauma
Load: light normal heavy
Flexible sheet width (adapts to container)
Original by Tim Denee & Jakob Oesinghaus
Crew
To generate playbook abilities, items, and friends, enter the name of the playbook above: Mechanic, Muscle, Mystic, Pilot, Scoundrel, Speaker, or Stitch.
Name
Alias
Look
Heritage Imperial — Spacer — Colonist — Manufactured — Wanderer — Xeno
Background Academic — Labor — Cult — Guilder — Military — Noble — Syndicate
Vice / Purveyor Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird
— — —
— — —
Harm
3
Need Help
2
-1D
1
Less Effect
Recovery When you recover in downtime, clear all level 1 harm and advance your healing clock ►
Progress 0 1 2 3 4 5 6
Cred
Stash



Starting Ability
Special Abilities
Mark XP:
Playbook Advancement
  • Every time you roll a desperate action, mark xp in that action's attribute.
  • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Lead a group action
Set up a teammate
Protect a teammate
Assist a teammate
Gather Information
Load
Items(italics don't count for load)
How much load?
How much load?
Planning & Load
Choose a plan, provide the detail.
Choose your load for the operation.
Assault: Point of attack
Deception: Method
Infiltration: Entry point
Mystic: Arcane power
Social: Social Connection
Transport: Locations / Route
Bonus Dice
+
Push yourself
(take 2 ) —or— accept a
Devil's Bargain
+
Assist (they take 1 )
+
spend a gambit
Gambits
+
Add a gambit to your crew when you roll a 6 or critical on a risky action and you didn't spend a gambit on a bonus die.
Clocks
Size4-seg6-seg8-seg10-seg12-seg
Progress01234
Progress0123456
Progress012345678
Progress012345678910
Progress0123456789101112
To generate crew abilities, upgrades, and contacts, enter the name of the playbook above: Stardancer, Cerberus, or Firedrake.
Designation
Reputation
Color / Look
Ship Size
— — — —
cred
vault
Debt
Gambits
Reset to gambits at the start of every job
Upkeep
(Systems+Crew)/4 paid at the start of every downtime.
Skips
Clocks
Size4-segment6-segment8-segment10-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress012345678910
Progress0123456789101112
Special Abilities
Crew/Ship Upgrades
How many boxes?
Auxiliary
Ship Gear
Training
Crew Gear
Contacts
Mark XP:
Playbook Advancement
  • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
  • Contend with challenges above your current station.
  • Bolster your crew's reputation or develop a new one.
  • Express the goals, drives, inner conflict, or essential nature of the crew.
Heat
Wanted
Heat
Wanted
Heat
Wanted
Heat
Wanted
TierStatusJobs
TierStatusJobs
TierStatusJobs
Jobs
  • If you take on a mission given by a faction, you may gain status with that faction depending on your current status with them and the number of jobs you've done for them since your status last changed.
  • Advancing from status -1 to 0: 1 job
  • Advancing from status 0 to 1: 1 job
  • Advancing from status 1 to 2: 2 jobs
  • Advancing from status 2 to 3: 3 jobs
War
  • When you're at war with any number of factions (status -3), the following penalties apply:
  • Your Crew suffers +1 Heat from jobs
  • PCs get only 1 downtime activity rather than 2
Clocks
Size
4681012
Progress
01234
Progress
0123456
Progress
012345678
Progress
012345678910
Progress
0123456789101112
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{{#rollGreater() roll1 0}}{{roll1}},{{/rollGreater() roll1 0}} {{#rollGreater() roll2 0}}{{roll2}},{{/rollGreater() roll2 0}} {{#rollGreater() roll3 0}}{{roll3}},{{/rollGreater() roll3 0}} {{#rollGreater() roll4 0}}{{roll4}},{{/rollGreater() roll4 0}} {{#rollGreater() roll5 0}}{{roll5}},{{/rollGreater() roll5 0}} {{#rollGreater() roll6 0}}{{roll6}},{{/rollGreater() roll6 0}} {{#rollGreater() roll7 0}}{{roll7}},{{/rollGreater() roll7 0}} {{#rollGreater() roll8 0}}{{roll8}},{{/rollGreater() roll8 0}} {{#rollGreater() roll9 0}}{{roll9}},{{/rollGreater() roll9 0}} {{#rollGreater() roll10 0}}{{roll10}},{{/rollGreater() roll10 0}} {{#rollGreater() roll11 0}}{{roll11}}{{/rollGreater() roll11 0}} {{#rollGreater() bonusdice 0}}{{bonus1}}, {{/rollGreater() bonusdice 0}}{{#rollGreater() bonusdice 1}}{{bonus2}}, {{/rollGreater() bonusdice 1}}{{#rollGreater() bonusdice 2}}{{bonus3}}, {{/rollGreater() bonusdice 2}}{{#rollGreater() bonusdice 3}}{{bonus4}}, {{/rollGreater() bonusdice 3}}{{#rollGreater() bonusdice 4}}{{bonus5}}, {{/rollGreater() bonusdice 4}}{{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}} {{#rollGreater() zerodice 0}}
{{zerodice}}
Zero Dice — take the lowest result above
{{/rollGreater() zerodice 0}}
{{#position}}
{{position}}
{{/position}}{{#effect}}
{{effect}}
{{/effect}}{{#resist}}{{^short}}
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}